Odyssey

Editor's Note: In order to make Akrasia, Thief of Time, consistent with the latest and most comprehensive format of stat blocks, this material has been revisited and updated.  Eden greatly appreciates Edwin Boevée and Bernard C. Trombley for their quality work on this material.

Page 1: The sentence at the bottom of the page "No part of this book may be reproduced without written permission from the publisher, except for review purposes." should be replaced with "No part of this book may be photocopied or otherwise copied exactly without written permission from the publisher, except for review purposes. Other than the text which is governed by the terms of the OGL reproduced on the inside back cover, no part of this book may be reproduced in any fashion without written permission from the publisher, except for review purposes."

Page 10: The Litarra statistics block has been revised and updated. The following information should replace that given.

  Litarra: Female halfling Rog3/Clr3/Distractor3; CR 9; Small humanoid; HD 3d6+3d8+3d8; hp 37; Init +5; Spd 20 ft.; AC 17, touch 17, flat-footed 17; Atk +6/+1 melee (1d6-1/19-20, +1 short sword), +13 ranged (1d4+1/19-20, +1 hand crossbow); SA rebuke undead 5/day, sneak attack +2d6; SQ halfling traits, drinking companion, evasion, steal time (one action), tempter’s insight, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +8, Ref +13, Will +7; Str 7, Dex 18(20), Con 10, Int 12, Wis 14, Cha 14. Height 2 ft. 10 in., weight 29 lbs.
  Skills and Feats: Appraise** +4, Balance +13, Bluff +8, Climb +6, Concentration +2, Diplomacy** +9, Disable Device +7, Disguise +3, Gather Information** +5, Hide +15, Knowledge (religion) +7, Move Silently +12, Open Lock +11, Pick Pocket +13, Sense Motive** +7, Spellcraft +2, Swim** +5, Tumble +11; Alertness, Blind Fight, Dodge, Mobility.
  ** Distractor class skills.
  Clerical Spells Prepared (4/4/3; Base DC = 12 + spell level): 0 – detect magic, detect poison, guidance, resistance; 1- command (2), divine favor, indolence*; 2 – enthrall*, hold person, summon monster II.
 *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
  Possessions: Gloves of dexterity +2 (factored into stat block), +1 hand crossbow, ring of protection +1, +1 short sword, good mundane gear and money.

  Litarra: Female halfling Rog6/Clr4/Distractor4; CR 14; Small humanoid; HD 6d6+4d8+4d8; hp 57; Init +5; Spd 20 ft.; AC 20, touch 17, flat-footed 20; Atk +11/+6 melee (1d6/19-20, +2 short sword), +17 ranged (1d4+1/19-20, +1 hand crossbow); SA rebuke undead 5/day, sneak attack +3d6; SQ halfling traits, drinking companion, evasion, steal time (two actions), tempter’s insight, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +11, Ref +18, Will +9; Str 7, Dex 18(20), Con 10, Int 12, Wis 14, Cha 15. Height 2 ft. 10 in., weight 29 lbs.
  Skills and Feats: Appraise** +4, Balance +13, Bluff +8, Climb +6, Concentration +2, Diplomacy** +13, Disable Device +7, Disguise +5, Escape Artist +9, Forgery** +4, Gather Information** +5, Heal +5, Hide +15, Innuendo +5, Intuit Direction +8, Knowledge (religion) +7, Move Silently +13, Open Lock +11, Pick Pocket +13, Read Lips +5, Search +3, Sense Motive** +8, Spellcraft +5, Swim** +2, Tumble +11; Alertness, Blind Fight, Dodge, Lightning Reflexes, Mobility.
  ** Distractor class skills.
  Clerical Spells Prepared (5/5/4; Base DC = 12 + spell level): 0 – detect magic, detect poison, guidance, resistance, virtue; 1- command (2), divine favor, indolence*, obscuring mist; 2 – enthrall*, hold person, silence, summon monster II.
  *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
  Possessions: Bag of holding (type 1), bracers of armor +3, Gloves of dexterity +2 (factored into stat block), +1 hand crossbow, ring of protection +1, ring of sustenance, +1 short sword, wand of summon monster IV (27 charges left), good mundane gear and money.

Page 13: The Yaraemon statistics block has been revised and updated. The following information should replace that given.

  Yaraemon: Male half-elf Brd5; CR 5; Medium-sized humanoid; HD 5d6+5; hp 22; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Atk +4 melee (1d8/19-20, longsword), +5 ranged (1d8/19-20, light crossbow); SQ half-elf traits, Bardic Music, Bardic Knowledge +7; AL CE; SV Fort +2, Ref +5, Will +3; Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 16. Height 5 ft. 11 in., weight 180 lbs. 
  Skills and Feats: Appraise +5, Bluff +10, Decipher Script +4, Diplomacy +14, Disguise +9, Escape Artist +5, Gather Information +7, Intuit Direction +1, Perform +19, Sense Motive +5; Dodge, Skill Focus (perform).
  Bardic Spells Known (Cast 3/4/2; Base DC = 13 + spell level): 0 – daze, detect magic, light, mage hand, mending, read magic; 1- charm person, hypnotism, sleep, summon monster I; 2 – enthrall, misdirection, suggestion.
  Possessions: Good clothes and traveling gear, harp of distraction (factored into stat block), light crossbow (masterwork), longsword (masterwork), 2 potions of cure moderate wounds.

  Yaraemon: Male half-elf Brd5/Rog3; CR 8; Medium-sized humanoid; HD 5d6+3d6+5; hp 36; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 14; Atk +6 melee (1d8/19-20, longsword), +8 ranged (1d8/19-20, light crossbow); SA sneak attack +2d6; SQ half-elf traits, Bardic Music, Bardic Knowledge +7, Evasion, Uncanny Dodge (Dex bonus to AC); AL CE; SV Fort +3, Ref +9, Will +4; Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16. Height 5 ft. 11 in., weight 180 lbs.
  Skills and Feats: Appraise +6, Bluff +13, Decipher Script +4, Diplomacy +15, Disguise +9, Escape Artist +7, Gather Information +7, Hide +7, Intuit Direction +1, Move Silently +7, Open Lock +7, Perform +22, Search +5, Sense Motive +5, Use Magic Device +5; Dodge, Mobility, Skill Focus (perform).
  Bardic Spells Known (Cast 3/4/2; Base DC = 13 + spell level): 0 – daze, detect magic, light, mage hand, mending, read magic; 1- charm person, hypnotism, sleep, summon monster I; 2 – enthrall, misdirection, suggestion.
  Possessions: Bracers of armor +2, good clothes and traveling gear, harp of distraction (factored into stat block), light crossbow (masterwork), longsword (masterwork), 2 potions of cure moderate wounds, wand of summon monster II (12 charges left).

  Yaraemon: Male half-elf Brd7/Rog4; CR 11; Medium-sized humanoid; HD 7d6+4d6+5; hp 50; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 14; Atk +9/+4 melee (1d8+1/19-20, +1 longsword), + 11 ranged (1d8+1/19-20, +1 light crossbow); SA sneak attack +2d6; SQ half-elf traits, Bardic Music, Bardic Knowledge +9, Evasion, Uncanny Dodge (Dex bonus to AC); AL CE; SV Fort +4, Ref +11, Will +5; Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16. Height 5 ft. 11 in., weight 180 lbs.
  Skills and Feats: Appraise +6, Balance +3, Bluff +15, Climb +2, Decipher Script +4, Diplomacy +15, Disable Device +6, Disguise +9, Escape Artist +7, Gather Information +7, Hide +7, Innuendo +3, Intuit Direction +1, Jump +2, Move Silently +7, Open Lock +7, Perform +24, Search +6, Sense Motive +5, Tumble +6, Use Magic Device +5; Combat Reflexes, Dodge, Mobility, Skill Focus (perform).
  Bardic Spells Known (Cast 3/4/3/1; Base DC = 13 + spell level): 0 – daze, detect magic, light, mage hand, mending, read magic; 1- charm person, hypnotism, sleep, summon monster I; 2 – enthrall, misdirection, suggestion, summon monster I; 3 – confusion, emotion.
  Possessions: Bracers of armor +2, good clothes and traveling gear, harp of distraction (factored into skill), Heward’s handy haversack, +1 light crossbow, +1 longsword, rope of climbing, 2 potions of cure moderate wounds, wand of cure moderate wounds (15 charges left).

Page 18: The Fressania Highbarge statistics block has been revised and updated. The following information should replace that given. 

  Fressania Highbarge: Female human Ari4; CR3; Medium-size humanoid; HD 4d8; hp 18; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +2 melee (1d4-1/19-20, dagger), +5 ranged (1d8/19-20, light crossbow); AL CE; SV Fort +1, Ref +3, Will +2; Str 9, Dex 14, Con 10, Int 11, Wis 8, Cha 17. Height 4 ft. 8 in., weight 91 lbs. 
  Skills and Feats: Appraise +7, Bluff +10, Diplomacy +12, Gather Information +10, Sense Motive +6; Dodge, Endurance, Skill Focus (diplomacy).
  Possessions: Rich clothing, houses, and other mundane things. She can get a hold of any item with a market value of less than 1,000 gp within a week. She does not normally have any enchanted items.

Page 19: The Godric Landseer statistics block has been revised and updated. The following information should replace that given.

  Godric Landseer: Male human Exp6; CR5; Medium-size humanoid; HD 6d6-6; hp 15; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk +3 melee (1d4-1/19-20, dagger); AL CN(E); SV Fort +1, Ref +2, Will +5; Str 9, Dex 10, Con 9, Int 20, Wis 10, Cha 10. Height 5 ft. 6 in., weight 140 lbs., old age.
  Skills and Feats: Alchemy* +9, Appraise +7, Decipher Script* +9, Diplomacy +2, Gather Information +2, Heal +2, Knowledge* (arcana) +16, Knowledge (architecture and engineering) +7, Knowledge* (geography) +14, Knowledge* (history) +16, Knowledge* (local: Riverton) +16, Knowledge* (nobility and royalty) +16, Knowledge* (the planes) +14, Knowledge* (religion) +16, Profession* (scribe) +10, Skill focus (Knowledge (history)), Skill focus (Knowledge (nobility and royalty)), Skill focus (Knowledge (local: Riverton)), Skill focus (Knowledge (religion))
  *Class skills
   Possessions: House, clothes, lots of books, and the tools of his trade.  He has a number of alchemical items, but no enchanted ones.

Page 19: The Malister Dragonslayer statistics block has been revised and updated. The following information should replace that given.

  Malister Dragonslayer: Male human Ftr10; CR10; Medium-size humanoid; HD 10d10+20; hp 75; Init +2; Spd 20 ft.; AC 24, touch 11, flat-footed 23; Atk +17/12 melee (1d8+8/19-20, +2 longsword), +14 ranged (1d10+1/19-20, +1 heavy crossbow); AL CN; SV Fort +9, Ref +5, Will +2; Str 18, Dex 14, Con 14, Int 9, Wis 8, Cha 12. Height 6 ft., weight 200 lbs.
  Skills and Feats: Jump +10, Swim +17; Cleave, Combat Reflexes, Dodge, Great Cleve, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (heavy crossbow), Weapon Focus (longsword), Weapon Specialization (longsword) 
   Possessions: +2 full plate armor, +1 large steel shield, +1 heavy crossbow, +2 longsword, high quality mundane gear

Page 20: The Piannan, Ysabeau, Harold, and Tostig statistics blocks have been revised and updated. The following information should replace that given.

  Piannan: Male human Ftr5; CR 5; Medium-size humanoid; HD 5d10+10; hp 37; Init +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Atk +10 melee (1d8+6/19-20, +1 longsword), +6 ranged (1d10/19-20, heavy crossbow); AL CN; SV Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8. Height 6 ft. 3 in., weight 200 lbs.
  Skills and Feats: Climb +1, Handle Animal +7, Jump +1, Ride +11, Swim +11, Dodge, Mobility, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
   Possessions: +1 full plate, +1 longsword, large shield, mundane gear, chain shirt

Page 22: The Allarra, Hincmar, Filbert, Alicia, and Fenneran statistics blocks have been revised and updated. The following information should replace that given.

  Allarra: Female human Clr8; CR 8; Medium-size humanoid; HD 8d8+16; hp 52; Init –1; Spd 20 ft.; AC 18, touch 9, flat-footed 18; Atk +8/+3 melee (1d8+2, morningstar), +5 ranged (1d10/19-20, heavy crossbow); SA rebuke undead 4/day; AL CE; SV Fort +8, Ref +1, Will +9; Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12. Height 5 ft. 2 in.,weight 148 lbs.
  Skills and Feats: Concentration +8, Diplomacy +6, Heal +8, Knowledge (religion) +5, Listen +4, Spellcraft +5, Spot +5; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Run
  Clerical Spells Prepared (6/6/5/5/3; Base DC = 13 + spell level): 0 – cure minor wounds (2), detect magic, guidance, light, resistance; 1- bane, cause fear, command, divine favor, indolence*, protection from good**; 2 – aid, cure moderate wounds, enthrall*, hold person, spiritual weapon; 3 – bestow curse*, blindness/deafness, contagion, prayer; 4 – cure critical wounds, fascination*, summon monster IV.
  *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
 **Effective caster level 9.
  Possessions: +1 full plate, morningstar of delay (see p.32), good mundane gear.

  Hincmar: Male half-orc Ftr4/Clr5; CR 9; Medium-size humanoid; HD 4d10+5d8+9; hp53; Init +0; Spd 30 ft.; AC 22, touch 10, flat-footed 22; Atk +13/+8 melee (1d12+6/x3, +2 greataxe), Atk +7 ranged (1d10/19-20, heavy crossbow); SQ half-orc traits, clerical domains (distraction, evil), rebuke undead 1/day; AL CE; SV Fort +9, Ref +2, Will +7; Str 17, Dex 11, Con 13, Int, 10, Wis 13, Cha 6. Height 6 ft. 4 in., weight 240 lbs.
  Skills and Feats: Climb -1, Concentration +3, Diplomacy +0, Handle Animal +0, Heal +4, Jump -1, Knowledge (religion) +2, Ride +3, Spellcraft +2, Swim +6; Blind Fighting, Cleave, Combat Casting, Great Cleave, Power Attack, Quick Draw, Weapon Focus (greataxe). 
  Clerical Spells Prepared (5/5/4/2; Base DC = 11 + spell level): 0 – cure minor wounds, guidance, resistance, virtue (2); 1- divine favor, entropic shield, indolence*, magic weapon, shield of faith; 2 – aid, bull’s strength, enthrall*, spiritual weapon; 3 – bestow curse*, blindness/deafness.
  *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
  Possessions: full plate armor, +2 greataxe, +2 large steel shield, other mundane gear.

  Filbert: Male human Clr5; CR 5; Medium-size humanoid; HD 5d8+10; hp 23; Init -3; Spd 30 ft.; AC 9, touch 9, flat-footed 9; Atk +3 melee (1d8, heavy mace), +0 ranged (1d10/19-20, heavy crossbow); SA rebuke undead 5/day; AL CE; SV Fort +4, Ref –2, Will +9; Str 10, Dex 5, Con 11, Int 12, Wis 17, Cha 14. Height 5 ft. 8 in., weight 170 lbs, old age.
  Skills and Feats: Concentration +5, Diplomacy +9, Heal +7, Knowledge (arcana) +4, Knowledge (religion) +5, Spellcraft +4; Combat Casting, Iron Will, Skill Focus (diplomacy) 
  Clerical Spells Prepared (5/5/4/2; Base DC = 13 + spell level): 0 – cure minor wounds (2), guidance (2), resistance; 1- bane, cause fear, command, indolence*, random action; 2 – aid, enthrall*, hold person, resist elements; 3 – bestow curse*, summon monster III.
  *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
  Possessions: Heavy mace, heavy crossbow, mundane gear.

  Alicia: Female human Clr5; CR 5; Medium-size humanoid; HD 5d8+10; hp 33; Init -1; Spd 30ft.; AC 13, touch 9, flat-footed 13; Atk +4 melee (1d8+1, heavy mace), +2 ranged (1d10/19-20, heavy crossbow); SA rebuke undead 4/day; AL CE; SV Fort +6, Ref +0, Will +6; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12. Height 5 ft. 11 in., weight 139 lbs.
  Skills and Feats: Concentration +6, Diplomacy +5, Heal +8, Knowledge (arcana) +4, Knowledge (religion) +4, Spellcraft +3; Combat Casting, Scribe Scroll, Skill Focus (heal)
  Clerical Spells Prepared (5/5/4/2; Base DC = 12 + spell level): 0 – cure minor wounds (2), guidance (2), resistance; 1- bane, cause fear, command, indolence*, random action; 2 – aid, enthrall*, hold person, resist elements; 3 – bestow curse*, summon monster III.
  *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
  Possessions: Heavy mace, chain shirt, heavy crossbow, mundane gear.

  Fenneran: Male dwarf Clr5; CR 5; Medium-size humanoid; HD 5d8+10; hp 41; Init -1; Spd 15ft.; AC 15, touch 9, flat-footed 15; Atk +4 melee (1d8+1, heavy mace), +2 ranged (1d10/19-20, heavy crossbow); SA rebuke undead 3/day; SQ dwarven traits; AL CE; SV Fort +7, Ref +0, Will +6; Str 13, Dex 8, Con 16, Int 10, Wis 15, Cha 10. Height 4 ft. 2 in., weight 165 lbs.
  Skills and Feats: Concentration +7, Diplomacy +4, Heal +6, Knowledge (arcana) +4, Knowledge (religion) +4, Spellcraft +3; Combat Casting, Toughness
  Clerical Spells Prepared (5/5/4/2; Base DC = 12 + spell level): 0 – cure minor wounds (2), guidance (2), resistance; 1- bane, cause fear, command, indolence*, random action; 2 – aid, enthrall*, hold person, resist elements; 3 – bestow curse*, summon monster III.
  *Domain spell. Deity: Akrasia. Domains: Distraction  (convince 1/day), Evil (cast evil spells at +1 caster level)
  Possessions: Banded mail, heavy mace, heavy crossbow, mundane gear.

Page 23: The Maerwen and Tremnata statistics blocks have been revised and updated. The following information should replace that given.

  Maerwen: Male elf Wiz9; CR 9; Medium-size humanoid; HD 9d4; hp 25; Init +3; Spd 30 ft.; AC 14, touch 14, flat-footed 11; Atk +4 melee (1d6, quarterstaff), +7 ranged (1d6/x3, short bow); SQ elven traits, summon familiar; AL CN; SV Fort +3, Ref +6, Will +7; Str 10, Dex 16, Con 11, Int 17, Wis 12, Cha 8. Height 5 ft., weight 110 lbs.
  Skills and Feats: Alchemy +9, Concentration +12, Knowledge (arcana) +9, Knowledge (monsters) +17, Scry +15, Spellcraft +15; Craft Rod, Craft Wondrous Item , Scribe Scroll, Skill Focus (knowledge(monsters)), Spell Focus (enchantment), Spell Penetration
  Special Qualities: Maerwen does not have a familiar. He wants his familiar to be perfect and cannot decide which magical beast is best for him.
  Wizard Spells Prepared (4/5/5/4/2/1; Base DC = 13 + spell level): 0 – daze*, detect magic, mage hand, read magic; 1- charm person*, magic missile, sleep*, summon monster I (2); 2 – detect thoughts, levitate, summon monster II (2), summon swarm; 3 – clairaudience/clairvoyance, fireball, summon monster III (2); 4 – charm monster*, summon monster IV; 5 – summon monster V.
   Spellbook: 0 – arcane mark, dancing lights, daze*, detect magic, detect poison, disrupt undead, flare, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1 - charm person*, hypnotism*, magic missile, mount,  sleep*, summon monster I, unseen servant; 2 – detect thoughts, levitate, see invisible, summon monster II, summon swarm; 3 – clairaudience/clairvoyance, fireball, phantom steed, suggestion*, summon monster III; 4 – charm monster*, locate creature, summon monster IV; 5 – hold monster*, summon monster V.
  *Base save DC = 15 + spell level.
  Possessions: ring of protection +1, staff of charming (30 charges remaining), good mundane gear

  Tremnata: Female gnome Rog7; CR7; Small humanoid; HD 7d6+14; hp 38; Init +9; Spd 20 ft.; AC 15, touch 14, flat-footed 15; Atk +6 melee (1d6/19-20, short sword), +9 ranged (1d4/19-20, hand crossbow); SA Sneak attack +4d6; SQ gnome traits, evasion, traps, uncanny dodge (Dex bonus to AC, can’t be flanked, +1); AL CE; SV Fort +4, Ref +8, Will +2; Str 10, Dex 16, Con 15, Int 14, Wis 10, Cha 8. Height 3 ft. 6 in.,weight 42 lbs.
  Skills and Feats: Balance +13, Bluff +9, Climb +10(20 with ring of climbing), Disguise +9 (11 with synergy bonus from Bluff when observed and trying to act in character), Diplomacy +1, Escape Artist +13, Hide +17, Jump +10, Listen +14, Move Silently +13, Open Locks +13, Alertness, Improved Initiative, Run
  Possessions: Amulet of natural armor +1, 3 potions of cure moderate wounds, 2 potions of invisibility, ring of climbing, standard gear.

Page 24: The Piannan, Ysabeau, Harold, and Tostig statistics blocks have been revised and updated. The following information should replace that given.

  Piannan: Male human Ftr5; CR 5; Medium-size humanoid; HD 5d10+10; hp 37; Init +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Atk +10 melee (1d8+6/19-20, +1 longsword), +6 ranged (1d10/19-20, heavy crossbow); AL CN; SV Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8. Height 6 ft. 3 in., weight 200 lbs.
  Skills and Feats: Climb +1, Handle Animal +7, Jump +1, Ride +11, Swim +11, Dodge, Mobility, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
   Possessions: +1 full plate, +1 longsword, large shield, mundane gear.

  Ysabeau (Female human), Harold (male human), Tostig (male human): War5; CR 4; Medium-size humanoid; HD 5d8+5; hp 28 (Ysabeau), hp 22 (Harold), hp 24 (Tostig); Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Atk +7 melee (1d8+2/19-20, longsword), +6 ranged (1d10/19-20, heavy crossbow); AL CE (Ysabeau), CN (Harold, Tostig);  SV Fort +5, Ref +2, Will +0; Str 15, Dex 12, Con 13, Int 10, Wis 8, Cha 8. Height 4 ft. 8 in., 105 lbs. (Ysabeau), height 6 ft. 2 in., weight 160 lbs. (Harold), height 6 ft. 3 in., 185 lbs. (Tostig).
  Skills and Feats: Handle Animal +4, Intimidate +7, Ride +11, Swim +5; Cleave, Power Attack, Sunder
  Possessions: Chainmail, large shield, longsword, heavy crossbow, mundane gear.

Page 24: In order to ensure there is no confusion on the distractor Prestige Class, the Will save is intentionally +0 at every level. Distractors aren’t known for their willpower.

Page 28: Under the Steal Time Class Feature at the bottom of the second column, the last full sentence on the page should read "The number of actions that can be stored equals half the distractor's class level."

Page 29: The gloomholt statistics block has been revised and updated. The following information should be added to that section, or replace that given.

Small Outsider (Evil, Chaotic, Incorporeal)
Speed: Fly 40 ft. (perfect)
AC: 16 (+1 size, +4 Dex, +1 reflection) 
  Touch AC: 16 (+1 size, +4 Dex, +1 reflection)
  Flat-footed AC: 12 (+1 size, +1 reflection)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Incorporeal, Telekinesis
Saves: Fort +4, Ref +7, Will +2
Skills: Hide + 22, Listen +13, Sense Motive +5, Spot +13
Advancement Range: 4-5 HD (Medium-size); 6-7 HD (Large); 8-9 (Huge)

  Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
  Telekinesis (Su): The gloomholt can use telekinesis once per round as a free action, as cast by a sorcerer whose level equals the gloomholt’s HD or 12, whichever is higher.
  Skills: Gloomholts receive a +8 racial bonus to Hide, Listen, and Spot checks.

Page 30: The life-reft statistics block has been revised and updated. The following information should be added to that section, or replace that given.

Initiative: +5 (+4 Dex, +1 racial)
  Touch AC: 14 (+4 Dex)
  Flat-footed AC: 16 (+6 natural) 
Damage: Bite 2d6+3; tentacles 1d8+1
Special Qualities: Damage Reduction 10/+1
Saves: Fort +9, Ref +10, Will +6
Skills: Balance +15, Escape Artist +12, Hide +10, Jump +20, Listen +13, Spot +15
Feats: Combat Reflexes, Weapon Focus (bite), Weapon Focus (tentacle)

  Life-reft (Su): Anyone stuck by a life-reft must make a Will save against DC 21. Those who fail are vulnerable to having their actions stolen for the next round. Each round, the life-reft may steal up to two actions from opponents it struck on its last action. It decides which to steal when the opponents that were struck announce the action they are going to take. If the action is stolen, the life-reft gets to act at that time instead, and an image of the character performing the intended action appears on the life-reft’s wing.  If the opponent announces a full round action then the life-reft gets a full round action, if a move-equivalent action was announced then the life-reft gets a move-equivalent action, and if a partial action was announced then the life-reft gets a partial action. 
  Skills: Life-reft receive a +6 racial bonus to Jump checks.

Page 30: The phanera statistics block has been revised and updated. The following information should be added to that section, or replace that given.

Hit Dice: 8d8+16 (52 hp)
Initiative: +5 (+4 Dex, +4 improved initiative)
  Touch AC: 13 (-1 size, +4 Dex)
  Flat-footed AC: 16 (-1 size, +7 natural)
Attacks: 4 limbs +10 melee
Special Attacks: Dart spray, telepathic manipulation 
Saves: Fort +8, Ref +10, Will +6
Skills: Balance +14, Bluff +9, Listen +13, Move Silently +15, Sense Motive +19, Spot +13
Feats: Alertness, Improved Initiative

  Dart spray: The phanera unleashes a spray of darts that cover a 10’ by 10’ area completely.  This is a ranged touch attack with a +15 to hit and ignores dodge bonuses as there are so many darts being sprayed. Any character stuck by the darts and fails a Will DC 20 save have their perceptions altered.  This is a mind inducing effect and is not actually an illusion.  Each victim that is hit will have 2d10 darts around 1 inch long stuck to their body somewhere. A phanera has enough darts to make 4 attacks, and replenishes darts to make another attack each hour.
  Telepathic Manipulation (Su): Once a victim has been struck by the darts and failed their Will save their mind is open to the phanera to be manipulated. They will begin to see their environment change to one in which they can fulfill their most cherished ambitions. This may involve dreamlike changes in the environment, but the magic ensures that they are not questioned closely. The phanera also drives the characters to try to manipulate this environment to fulfill their goals. The phanera can control the illusions, using them to drive the characters into dangerous situations, or it may attack while the victims are distracted. While it becomes visible when it attacks, it makes sure that it’s victims do not see it. 
  It can manipulate up to 4 creatures and still act normally in a round, every creature past 4 and it loses one of it limb attacks. Once a creature removes all the darts from their body the Phanera can no longer manipulate the visions and they will fade in 1d10 rounds.
  Invisibility (Su): The phanera can become invisible at will taking a move-equivalent action to do so.  It does not become visible when it shoots out its darts, but does when it attacks with its limbs.
  Create Decoy: Phanera can create a decoy to drop upon unsuspecting victims.  They usually drop them right after their dart attack to make the victims believe it was the decoy who attacked them.  They can have 4 decoys created at any time and it takes 1 hour to create another.
  Skills: Phanera receive a +8 racial bonus to Balance and Sense Motive checks.

Page 31: The phanera decoy statistics block has been revised and updated. The following information should be added to that section, or replace that given.

  Touch AC: 11 (+1 Dex)
  Flat-footed AC: 11 (+1 natural)
Attacks: 2 claws +3 melee
Damage: Claws 1d6+1
Special Attacks: Dart spray, telepathic manipulation 
Saves: Fort +1, Ref +2, Will +1
Attributes: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1

Page 31: The saphard statistics block has been revised and updated. The following information should be added to that section, or replace that given.

  Touch AC: 13 (-1 size, +4 Dex)
  Flat-footed AC: 14 (-1 size, +5 natural)
Saves: Fort +8, Ref +10, Will +2
Skills: Listen +14, Move Silently +15, Spot +14
Feats: Alertness, Iron Will

  Distraction (Su): The pattern from the shimmering and beauty of the saphard causes a gaze attack to all creatures within 30 feet. Those viewing this mind-affecting ability must make a Will DC 19 at the beginning of their action or be dazed that round.  Each round this check must be made to see if they are caught up in the beauty or free to act. Success or failure in one round does not negate the need to check again the following round. The saphard is immune to this effects and effects that work off the same priniciple.
  Skills: Saphard receive a +8 racial bonus to Listen, Move Silently, and Spot checks.

A saphard’s coat can be used to create a more powerful version of a robe of scintillating colors.  The robe will use the higher Will DC of 19 instead of the normal 14 that the robe calls for.

Page 32: The Morningstar of Delay should read:
Morningstar of Delay
The morningstar of delay is a +1 weapon, with a special effect. Anyone struck by the weapon must make a Will save against DC 14 or be dazed for one round.
Market Price: 8,308gp
The enchantment on the Morningstar of Delay may be applied to a number of different weapons. The requirements for daze effect are:
Caster Level: 5th; Prerequisites: Craft Magical Arms and Armor, daze; Market Price: +1 bonus.

Updated: June 9, 2002
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